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Public Test - Ui 2.0 Preview Survey


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Poll: Public Test - Ui 2.0 Preview Survey (275 member(s) have cast votes)

Did you find and try the following features?

  1. Settings Menu (255 votes [7.84%] - View)

    Percentage of vote: 7.84%

  2. Full-Screen Mode (244 votes [7.51%] - View)

    Percentage of vote: 7.51%

  3. Owned Mech Filter (250 votes [7.69%] - View)

    Percentage of vote: 7.69%

  4. Unowned Mech Filter (232 votes [7.14%] - View)

    Percentage of vote: 7.14%

  5. Mech Info Pop-up (227 votes [6.98%] - View)

    Percentage of vote: 6.98%

  6. Mech Purchase (204 votes [6.27%] - View)

    Percentage of vote: 6.27%

  7. Mech Configuration (247 votes [7.60%] - View)

    Percentage of vote: 7.60%

  8. Weapon Group Configuration (230 votes [7.07%] - View)

    Percentage of vote: 7.07%

  9. Loadout Configuration (243 votes [7.47%] - View)

    Percentage of vote: 7.47%

  10. Hardpoints List (159 votes [4.89%] - View)

    Percentage of vote: 4.89%

  11. Armour Management (204 votes [6.27%] - View)

    Percentage of vote: 6.27%

  12. Weapon/Equipment Purchase (229 votes [7.04%] - View)

    Percentage of vote: 7.04%

  13. Mech Skill Trees (232 votes [7.14%] - View)

    Percentage of vote: 7.14%

  14. Testing Grounds (180 votes [5.54%] - View)

    Percentage of vote: 5.54%

  15. Tutorials (115 votes [3.54%] - View)

    Percentage of vote: 3.54%

Please rate the Ease of Use of the preview

  1. Excellent (11 votes [4.00%] - View)

    Percentage of vote: 4.00%

  2. Satisfactory (82 votes [29.82%] - View)

    Percentage of vote: 29.82%

  3. Needs Improvement (132 votes [48.00%] - View)

    Percentage of vote: 48.00%

  4. Poor (50 votes [18.18%] - View)

    Percentage of vote: 18.18%

Please rate the Artistic Direction of the preview

  1. Excellent (112 votes [40.73%] - View)

    Percentage of vote: 40.73%

  2. Satisfactory (99 votes [36.00%] - View)

    Percentage of vote: 36.00%

  3. Needs Improvement (50 votes [18.18%] - View)

    Percentage of vote: 18.18%

  4. Poor (14 votes [5.09%] - View)

    Percentage of vote: 5.09%

Please rate the Overall Performance of the preview

  1. Excellent (41 votes [14.91%] - View)

    Percentage of vote: 14.91%

  2. Satisfactory (105 votes [38.18%] - View)

    Percentage of vote: 38.18%

  3. Needs Improvement (99 votes [36.00%] - View)

    Percentage of vote: 36.00%

  4. Poor (30 votes [10.91%] - View)

    Percentage of vote: 10.91%

Please rate the Overall Stability of the preview

  1. Excellent (18 votes [6.55%] - View)

    Percentage of vote: 6.55%

  2. Satisfactory (67 votes [24.36%] - View)

    Percentage of vote: 24.36%

  3. Needs Improvement (125 votes [45.45%] - View)

    Percentage of vote: 45.45%

  4. Poor (65 votes [23.64%] - View)

    Percentage of vote: 23.64%

Please rate the Overall Quality of the preview

  1. Excellent (33 votes [12.00%] - View)

    Percentage of vote: 12.00%

  2. Satisfactory (103 votes [37.45%] - View)

    Percentage of vote: 37.45%

  3. Needs Improvement (117 votes [42.55%] - View)

    Percentage of vote: 42.55%

  4. Poor (22 votes [8.00%] - View)

    Percentage of vote: 8.00%

Overall, is UI 2.0 better, about the same, or worse than before?

  1. Much Better (35 votes [12.73%] - View)

    Percentage of vote: 12.73%

  2. Better (103 votes [37.45%] - View)

    Percentage of vote: 37.45%

  3. About The Same (56 votes [20.36%] - View)

    Percentage of vote: 20.36%

  4. Worse (56 votes [20.36%] - View)

    Percentage of vote: 20.36%

  5. Much Worse (25 votes [9.09%] - View)

    Percentage of vote: 9.09%

Vote

#21 The Yeti

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Posted 29 October 2013 - 10:12 AM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.

it was "new", not much else

2) What do you like least about the UI 2.0 Preview?

Functionality, layout, accessability, stability. Did not like it much at all.

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?

None.

4) Any new issues encountered?

5) Any other comments or concerns?

Let us stay with the 1.5 UI if we choose. it is more user friendly than this "UI"

#22 Nik Reaper

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Posted 29 October 2013 - 10:15 AM

I might be blind or something but for the life of me I couldn't find options for DBH, endo and FF, are they there somewhere?

If you ask me just copy smurfy's design as a mech building lab , it has all the sections visible at once , and shows the equipped weapons and ammunition easily.

Edited by Nik Reaper, 29 October 2013 - 10:25 AM.


#23 Frost Pendragon

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Posted 29 October 2013 - 10:15 AM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
Background Music +1
Being able to manage and organize my mechs. (I have 107 mechs so far and this is very important to me)

2) What do you like least about the UI 2.0 Preview?
The way in which you build a mech is over compartmentalized. If I want to add ammo for a single weapons system, I have to click each individual component on the left side of the screen, click ammo tab, click correct ammo, drag it, drop it. Repeat those steps. It's extremely difficult to keep track of where empty crit space is located, and the big picture of your mech design. I See that you already have a drag and drop interface, please, please, please, consider something more along the lines of Smurfy's or Mechromancer. The amount of time it took to make a mech in the current state was aggravating, and redundant.

The screen real estate for the mechlab was dedicated in an inappropriate manner. I absolutely do not need to see a massive wall of engines. I need to see my crit space, in all my components, quickly and easily. I also need to see my total numbers quickly and easily, I want to see "ammo, armor, # of heat sinks" etc

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Mechbay management is superior.

4) Any new issues encountered?

5) Any other comments or concerns?
I have a recommendation for the mechlab: Artisitic style while we are in mechlab should be shown in a 3050 style blueprint. If we are thinking of how mechs are made, engineers would be creating these monsters on blue prints, then the technicians follow the blueprints to make the mech. Perhaps you could create real laboratory setting, with people in lab coats or whatever and a futuristic drafting board (holographic?). Or.... do something more like this Posted Image

#24 JudgeDeathCZ

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Posted 29 October 2013 - 10:15 AM

View Postwickwire, on 29 October 2013 - 10:03 AM, said:

  • And most importantly: Are we still getting this screen which shows the whole loadout at once?
Posted Image


This.Or just paperdoll like in old UI pretty please?This button heavy is not much intuitive :) .

#25 Rooikat

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Posted 29 October 2013 - 10:16 AM

Nice layout, once you realise where things are it becomes quick and easy to use - good job!

A couple of things:
- Missed the option of double clicking an item on and off a mech
- Not intuitive where to save the loadout for the mech. Had to back out to save and then client hung while saving. Had to Alt+F4
- The colours appear slightly washed out as if there was too much light. Will adjust gamma and check again.

EDIT:
- Gamma and Brightness on standard give washed out colours
- Noticed that the number "5" did not size correctly with the other numbers or chars.

Edited by Rooikat, 29 October 2013 - 10:24 AM.


#26 Cev Lost

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Posted 29 October 2013 - 10:17 AM

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

Please answer the following questions in your response.

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.

2) What do you like least about the UI 2.0 Preview?

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?

4) Any new issues encountered?

5) Any other comments or concerns?


1) Very well established across the board missing some key features (listed as not available) but other wise a very nice hit at the new UI
2) More sounds? Do we need a bleep/click on every menu.
3) Speed, fluency flow, and I want more?
4) In load out: Double clicking on item does not remove the item from the mech physical drag and drop required.

In testing grounds

I went into options, went into video options, then hit escape Options still available screen was shadowed, could play (walking turning firing) with options screen still active.

Founders cat :laser placement left side fires fine right side fires torso in proper place, however CT laser fires in place of dead center instead of off to the side as depicted.

5) Your new players will need tool tips to understand various things or a legend, for example you might see your ams (looks like a cross-hair imbread with a radar device small things make the biggest difference. maybe some more colors and font size.

#27 Corbon Zackery

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Posted 29 October 2013 - 10:17 AM

Bifocals may be needed to see overall loadout.

Played with the Sarah Jenner tried a full strip down couldn't get the mech past 34tons.

Couldn't change endo, FF, Arty when I played with the founders Hunchback.

No real center focal point its all left and right side focused.

Music was good graphics were good.

Got kicked for no reason it just closed down.

Ctr Alt DeL due saving hang time. When I logged out it told me it was broken or not responding.

It looks good but more work needs to be done to it. Some sort of center focal point is needed.

I would like a sweet hot sexy voice telling me the status of the galaxy. If I have mail, friend request, people who want to chat. Also live Comstar news feed done weekly updating us on current events in the galaxy.

The sweet hot sexy voice should remind me of premium time, Prompt me to buy stuff that sort of thing.

"Welcome Corban Zackery you have no new messages" "Here are the current events happening in the galaxy." Really personalize the new 2.0 UI Give me some TV to watch while I build a mech. Remind me of current premium time, Ask me to shop at the store. The UI could sell it self and the game.

Edited by Corbon Zackery, 29 October 2013 - 10:20 AM.


#28 Tarzilman

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Posted 29 October 2013 - 10:18 AM

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.

It looks good. Mechs are looking bigger. There're more details in the new UI that are giving you a feeling of better qualitiy and a more futuristic look. Musik is pretty catchy.

Quote

2) What do you like least about the UI 2.0 Preview?

It's very confusing. Not only, because it's new and you have to get used to it, but also there're some things pretty hard to find, for instance the armour management (I didn't find it) and where to change single to double heat sinks and this stuff (I didn't find any of this amour, structure, artemis and heat sink stuff).

Quote

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?

Music, futuristic look, the feeling to have "big mechs" in your bays, fullscreen mode, notification sounds when clicking the buttons.


That's so far, maybe I'll add answers to the last two questions later.

#29 DragonsFire

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Posted 29 October 2013 - 10:19 AM

Hey all,
Just a heads up, I think the double-click is supposed to be there but is not always functioning, as I was able to both equip and remove components using double-click at various points but then at other points did not have that available to me.

#30 Gerald Wisdom

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Posted 29 October 2013 - 10:19 AM

1) sound, music are cool
2)- A lot of empty space in the middle of the screen when we pick a mech. And no information about current loadout (simple list of installed weapons is more useful than graphs)!
- huge images of available equipment in the store with tiny area for current loadout.
- in "weapon groups" colours of selected buttons is very similar to aiming lines

Edited by Gerald Wisdom, 29 October 2013 - 10:26 AM.


#31 Snowseth

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Posted 29 October 2013 - 10:19 AM

Mech tonnage needs to be more prominent instead of next to last on the info block. Bigger, bolder and on top similar to the previous/current mechlab.

Was asked to Save config before modifying weapons group. Clicked save, it just said "saving" and just spun for a bit before I killed and restarted the app. Second time I clicked "save" it worked quickly, no issues.

Is that the only way to Save a config? By modifying the weapons group? Hitting back doesn't prompt for a save.

Double-click to add or remove equipment/weapons is a good thing to have. Or add a 'remove' button to individual equipment items.

Equipment lists. Showing me a bunch of "Invalid" on items is ... not helpful. Make hiding non-valid items the default behavior. This is an issue with the current mechlab as well.

Maybe add tooltips for the little icons too? Those AMS, ECM, and hardpoint icons are kinda ... weird? Just need to learn them, but some tooltip for every little icon would be useful.

No hardpoint overview when purchasing? Do I have to research a mech someplace else (like smurfy's) to see what it can carry, whether it can have ECM, etc?

Definitely need an "overview" pane/tab when looking at the mechlab top layer.

Also could use each chassis class continuing to list all by default, but with a sub-menu popping under the class name that filters all but those chassis. For example:
ALL
LIGHT <------------ Clicking here shows all lights with Owned/Unowned filter
-Commando <----- Clicking here shows all Commandos with Owned/Unownered filter
-Raven
etc
MEDIUM
etc

Work to be done, but hot damn it is a LOT better than the current setup. Much more information that I feel will become more useful in time.


*edit: ALSO ... needs a single "Exit" button somewhere inside mechlab. At present we have to click 'Log Out' then 'Exit'? Or am I wrong?

Edited by Snowseth, 29 October 2013 - 10:22 AM.


#32 -Natural Selection-

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Posted 29 October 2013 - 10:21 AM

1) What is it that you like about the UI 2.0 Preview?
Looks better, audio is nice, full screen best feature.

2) What do you like least about the UI 2.0 Preview?
Mech customization feels odd. Maybe make more use of right side to for a full mech loadout view.

Something between this and what Smurfy has would have been nice.

Guess upgrades not there yet?

I like the current armor screen better.(You have to click ""8"" buttons to adjust armor and that before you actually adjust it.

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Same as question 1 answer

5) Any other comments or concerns?
I just don't like how equipment consumes the whole screen. I would rather a see a complete mech loadout on screen with what you have on a scrollbar on the right. Just IMO, looks nice but something between what we have now, this and smurfy would have been cool. (if that makes sense)

Edited by Dozier, 29 October 2013 - 03:21 PM.


#33 Caswallon

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Posted 29 October 2013 - 10:22 AM

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

Please answer the following questions in your response.

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.

2) What do you like least about the UI 2.0 Preview?

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?

4) Any new issues encountered?

5) Any other comments or concerns?

1) Full screen, FPS seemed better overall, weapon grouping in lab
2) Counter intuitive layout. No tool tips to guide you where you need to find stuff
3) Hmmm as is, its not. Needs to be fully featured before you can compare this in my opinion. Your asking us to compare a creaky but working interface with a half built one... Both have problems but in different ways.
4) A couple thus far:
  • Escape in the TGrounds leaves the settings overlay transposed across the cockpit screen. Is this WAI? I sure hoe not!
  • Cannot save loadouts on Catapracts.
5) Good start and glad you kept your release day promise to have it up for show before Nov. However its clearly got a LOT of issues so I am actually less happy than I was as I now realise the UI 2 dependent features are MUCH MUCH further away that I had hoped judging by how unfinished this is. Please somebody tell me that you have more done than this but this was the only "stable" release Alpha you felt you could let us all see..

Overall 6/10 Though I reserve the right to edit this I find something new of course! :)

#34 Zongoose

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Posted 29 October 2013 - 10:23 AM

I've found the following issues/enhancements so far:
  • After clicking Play now while Searching there should be a cancel button or hitting Escape should take you back to the menu.
  • In weapon group configuration it is hard to see if a weapon is part of the group which is currently selected/highlighted as the text colour is the same as the highlight selection.
  • If you select a skill in the skill tree so the skill details are displayed in the bottom right and the skill is highlighted then click on Unlock for another skill the skill details down the bottom right change but the highlighted skill in the main window does not.
  • A strip mech of current equipment (but not armour) button would be useful.
  • Double clicking on a piece of equipment should add/remove it in the loadout screen.
  • Dragging a piece of equipment form the left to the mech should equip it.
  • The View Cart button does nothing for me?
  • There is no way to view the loadout for a mech you own without editing the loadout.
  • Skill tree mech names should expand/contract the section when clicked, not just when the small arrow is clicked.
  • Skill tree mech variants are selectable (mostly, some do not) but this appears to have no purpose/effect.
  • Clicking on the "Mech Tree" button for a newly purchased mech causes the client to crash, this doesn't happen for mechs that were already in the mech lab. Restarting the client does not stop this crash, any mech bought in the interface will crash when accessing it's mech skill tree.
  • Within the testing grounds press escape to bring up the menu, open Options or Quit Match and then press escape again. The game view is now visible in the background under the overlay menu and the controls move the mech and don't affect the menu.
  • Press escape while on the map loading screen. Once loading finishes and the mech powers up there is no HUD. Press escape again and it appears.
  • The loadout screen still has the filter box active but there are no options in it.
  • The list/grid view buttons do not work on any of the screens.
  • Skill tree elite/master mechs have a grey box over their picture.
  • A mastered mech has no "Master" banner like Elite does over the mech picture.
  • The Basic/Elite/Master logo displayed on the left of the mech name in the skill tree and above the mech rendered in the mech selection screen is yellow for elite and green for mastered which does not match the colours used within the mech tree itself or the existing UI.
  • The master skill was not obvious, why the need to scroll down to it?
  • Only the heat containent basic skill has the GXP logo on the confirmation screen.
  • There appears to be no way to choose between using mech XP or GXP to unlock a skill, is this only visible when a mech has XP?


#35 NaZotH

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Posted 29 October 2013 - 10:23 AM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
Full screen.
Weapon groups.

2) What do you like least about the UI 2.0 Preview?
Mechs weapon loadout not listed.
Number of hardpoints hard to find.
Free slots not listed.

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
You can see all your mechs.
Feels a lot faster.

4) Any new issues encountered?
Cart total : view button does not work.
compare button does not work.

5) Any other comments or concerns?
At this stage it´s hard to tell what your loadout is.
We need to see the full loadout on screen.
Doesn´t show how much ammo is loaded.

Edited by NaZotH, 29 October 2013 - 10:48 AM.


#36 aniviron

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Posted 29 October 2013 - 10:23 AM

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.


The new art direction is overall quite solid, and feels much more like it belongs to a game of this caliber. There is more information displayed in the mech lab about how the mech works and for the most part it is useful.

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

2) What do you like least about the UI 2.0 Preview?


The rollover sound that plays every time the mouse moves over any item quickly began to grate on my nerves. Similarly, the heavier on-click sound should be reserved for major buttons. While I understand the need to prevent accidental purchases, I felt that the new UI was incredibly frequent with its pop-up confirmation dialogues; making the enter key work to get you out of those would help.

The menus for mech customization feel very clunky. I don't need 35 identical engine pictures taking up the right-hand 80% of the screen, that space could be much better used for the actual critical allocation, which is small and hard to work with. Just as often, that gigantic menu space is filled with just 2-3 items, and almost the entire monitor is dead space.

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?


The UI feels very responsive. The old UI would take a half second or more to respond to most mouse clicks, and in general felt sluggish. The new UI is much faster in this regard, which makes clicking around significantly less frustrating.

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

4) Any new issues encountered?


The UI crashed twice. The new UI does not capture the mouse when operating with a multi-monitor setup using fullscreen windowed mode. Not only is moving the mouse off the interface possible just by mousing left or right, but clicking off the MWO window minimizes it, despite the fact that a fullscreen window should not minimize when it loses focus.

View PostNiko Snow, on 28 October 2013 - 03:06 PM, said:

5) Any other comments or concerns?


The brightness/contrast options no longer have numbers to accompany their place on the slider, meaning that setting those properly is now guesswork. Clicking on the slider bar also does not work, it seems to require that the user moves the slider itself.

The system for purchasing new mechs is surprisingly hard to find. I had to look in this thread to figure out that there was an option to sort by owned or unowned mechs, which is somewhat convenient when I know how to use it, but without knowing where that was located it was incredibly unintuitive; that dropdown menu is small and hard to see. The system of displaying empty mech bays in UI1.5 was clearer about the concept.

Most PC users are accustomed to the Escape key getting them out of menus; I was often frustrated to find that the esc key does nothing in UI2.0 while trying to exit confirmation dialogues quickly.

Unlike in the old UI, there is no way to quickly see what a mech's weapon loadout is without actually going into the mech lab and clicking around. Having the loadout displayed when the mech is selected is useful for players who change loadouts often, as it tells them how things are setup and if they need to change anything without having to delve into the customization menus.

The new font that is being used with the UI causes many messages in the testing grounds like "Override shutdown" to overlap with the graphics attached to them.

I was not able to find a way to exit the game without going to the logout screen and then hitting exit. While this was true of the old UI as well, it was easy to just x out the program since it always ran in a window. Was a bit miffed that I needed extra clicks just to get out of the game; the log out option should probably be replaced with quit.

Edited by aniviron, 29 October 2013 - 10:29 AM.


#37 Monsoon

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Posted 29 October 2013 - 10:24 AM

1) What is it that you like about the UI 2.0 Preview? Please enter as many items as you wish.
Full screen, easy of moving from one mech to another, more information on mech provided (YAW/Pitch for example.) Armor a whole lot easier to (un)equip.

2) What do you like least about the UI 2.0 Preview?
Weapon groups doesn't provide location of weapons on mech, making it difficult for example on the Battlemaster to separate its six medium laser into L/R torso groupings. Also in pilot skills, I'm required to click on the arrow point to expand the chassis select as opposed to the entire banner.

3) In what ways does the UI 2.0 Preview appear to be superior to the previous UI?
Less clunky, better flow. Full Screen!

4) Any new issues encountered?
Crashed to desktop twice, at least once when pressing the 'loadout' button, not sure if the 2nd time was from the same button.
On Testing Grounds, I selected Crimson Straights twice, instead in both case I dropped on a different map (Terra Therma & Canyon Network).

5) Any other comments or concerns?
Took a moment to find Testing Ground/Tutorial as it isn't part of the play now (launch) button anymore. Otherwise no concerns at this time. Looking forward to 'Features in Progress' items being added in.

Edited by Monsoon, 29 October 2013 - 10:29 AM.


#38 Urdnot Mau

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Posted 29 October 2013 - 10:25 AM

1)
I like that i'm actually able to see mechs before i buy them. I like to see the items when i'm going through them. I like that i have a lot more information about my mech in such a short time. I like how i'm able to see a lot of my mechs without the need to scroll too much. I like the sounds and the music, altough i miss the engine sounds. I like the new visual

2)
I didn't like how important information was hard to see. Especially when changing my loadout. I had trouble guiding my build from tonnage. It should be somewhere easier to check. Also, the check out button is too small. It doesn't catch enough of our attention.

3)
In general it's easier too navigate. It feels better than the current one.

5)
It would be great if we could have like a map of our mech's sessions, pretty much like the one in the current UI's mechlab, but with a bigger picture and with the hardpoints being shown in that picture. It would help a lot with the building process

#39 Reno Blade

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Posted 29 October 2013 - 10:25 AM

1) What is it that you like about UI 2.0? Please enter as many items as you wish.

- Fullscreen
- Bigger mech preview
- Background music
- The list of mechs and equipment
- Looks more modern

2) What do you like least about UI 2.0?

- Popup windows are blocking items.
- Small font

- No double click on items to configure/buy/equip/unequip
- No upgrades (endo steel, DHS)
- Home screen seems a bit empty
- No zoom for the Mech, or font/popup-windows
- Mech preview rotation can only be dragged in the right half of the screen
- Mechlist does not expand on click (skills), need to click the little expand-arrow always
- List of mechs / items looks too full without the list view.

3) In what ways does the UI 2.0 appear to be superior to the previous UI?

- Looks more modern
- More space, less cramped

4) Any new issues encountered?
---

5) Any other comments or concerns?

- Tooltips for the engines shows always the same tonnage
- Show on the mech preview which part of the mech is currently selected (e.g. outline the left torso)
- I don't like that important info like Tonnage and Speed is hidden in the bottom right corner with a small font
- Can't enter armor values with keyboard, have to click little arrows
- Doesn't show ammo count
- Doesn't show free slots (known issue?)
- No overview of the whole mech (all sections)
- No overview of current weapon loadout on the buy screen or ready screen.

#40 GateKeeper York

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Posted 29 October 2013 - 10:27 AM

On the whole things heading in right direction.
Comments:
1. Low res (1024x768) ECM, AMS and ARTIMAS tick boxes were off the screen in the mechlab
2. No ECM mechs to play around with - is it still a piece of equiptment?
3. Mech lab, Select mechs groups ... can we have the option to make (even if a limited number) groups of mechs (launch ready / under developement / favourites)
4. many crashes when moving between mech lab and skills tree at the point I tried to look at a mech skill tree. This may have been due to haveing one type of mech selected in the mech lab and then looking at a skill tree of a different mech.
5. on that, when switching between mech lab and skmill tree could the relevent group be preexpanded - on the whole if I am tincker with a mech in the mech lab then I am interested in going to its skill tree ... rarly do I go to skill tree otherwise.
6. moving between mech lab and skill tree images on the skill tree disappeared - if I had configured some skills, gone back to lab, selected different mech then returned to skill tree some of the thumbnails of mechs and most of the skills iamges were missing.
7. skill tree - when in a specific mech then under the back button could it list all the other mechs in that chasis type, to make it a 1 click switch betweeen them (ie if look ing at one shadow hawk the other shadow hawks are listed below the back button as quick links to each of the other shawdow hawks
8. more important for lower res but when you expand a catagory in the skill tree (say battlemasters) could the screen roll up to ensure you can see the expanded group.
9. Alt-enter switches between window and full screen but the setting is not changed in the options. so on relod it is not preseved.
10. in full screen mode the mouse is not bound to the monitor ... this means can accidentally minimise. if I want a different app I can alt-tab. It is a issuse sometimes in matches too.
11. double click to remove a item (e.g. small laser) from a mech not working.
12. hover over a piece of equiptment could it highlight its exact location ... important for loadout and groups sometimes.
13. infact could the image of the mech be little smaller in loadout screen. can't really see what is on that arm or torso under overlay.
14. I assume the compare mech tick or compare euiptment tick is not working
15. under a weapon when configuring a loadout could the reason why item is invalid (even if as the slots, weight, cbills, <not sure what last one is>).

thats my first impressions





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